1 Commits

Author SHA1 Message Date
540c8ba9d4 added Zyko0/Ebiary/asset for live reloading 2024-03-25 18:03:02 +01:00
10 changed files with 80 additions and 133 deletions

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2
.gitignore vendored
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@@ -1,2 +1,2 @@
releases
kageviewer
kage-viewer

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@@ -16,7 +16,7 @@
#
# no need to modify anything below
tool = kageviewer
tool = kage-viewer
VERSION = $(shell grep VERSION config.go | head -1 | cut -d '"' -f2)
archs = darwin freebsd linux windows
PREFIX = /usr/local
@@ -44,7 +44,7 @@ shader-destruct: buildlocal
./$(tool) -g 32x32 -i example/wall.png -i example/damage.png --map-ticks Time -s example/destruct.kage
shader-ebiten: buildlocal
./$(tool) -g 640x480 --map-mouse Cursor -s example/ebiten.kage
./$(tool) -g 640x480 --map-ticks Time --map-mouse Cursor -s example/ebiten.kage
test: clean
mkdir -p t/out
@@ -75,12 +75,12 @@ goupdate:
buildall:
./mkrel.sh $(tool) $(VERSION)
release:
release: buildall
gh release create v$(VERSION) --generate-notes releases/*
show-versions: buildlocal
@echo "### kageviewer version:"
@./kageviewer -V
@echo "### kage-viewer version:"
@./kage-viewer -V
@echo
@echo "### go module versions:"

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@@ -1,31 +1,47 @@
# kageviewer - Viewer for shaders written in Kage, similar to glslviewer
# kage-viewer - Viewer for shaders written in Kage, similar to glslviewer
![Logo](https://github.com/TLINDEN/kageviewer/blob/main/.github/assets/logo.png)
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/kageviewer/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/kageviewer)](https://goreportcard.com/report/github.com/tlinden/kageviewer)
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/kage-viewer/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/kage-viewer)](https://goreportcard.com/report/github.com/tlinden/kage-viewer)
This little tool can be used to test shaders written in
[Kage](https://ebitengine.org/en/documents/shader.html), a shader meta
language for
[Ebitengine](https://github.com/hajimehoshi/ebiten). kageviewer
[Ebitengine](https://github.com/hajimehoshi/ebiten). kage-viewer
reloads changed assets, which allows you to develop your shader and
see live, how it responds to your changes. If loading fails, an error
will be printed to STDOUT. The same applies for images.
## Screenshot
![Screenshot](https://github.com/TLINDEN/kageviewer/blob/main/.github/assets/screenshot.png)
## Installation
Since `kageviewer` is primarily aimed at golang game developers, no
pre built binaries are provided.
The tool does not have any dependencies. Just download the binary for
your platform from the releases page and you're good to go.
### Installation with go
### Installation using a pre-compiled binary
Go to the [latest release page](https://github.com/TLINDEN/kage-viewer/releases/latest)
and look for your OS and platform. There are two options to install the binary:
Directly download the binary for your platform,
e.g. `kage-viewer-linux-amd64-0.0.2`, rename it to `kage-viewer` (or whatever
you like more!) and put it into your bin dir (e.g. `$HOME/bin` or as
root to `/usr/local/bin`).
Be sure to verify the signature of the binary file. For this also
download the matching `kage-viewer-linux-amd64-0.0.2.sha256` file and:
```shell
go install github.com/tlinden/kageviewer@latest
cat kage-viewer-linux-amd64-0.0.2.sha25 && sha256sum kage-viewer-linux-amd64-0.0.2
```
You should see the same SHA256 hash.
You may also download a binary tarball for your platform, e.g.
`kage-viewer-linux-amd64-0.0.2.tar.gz`, unpack and install it. GNU Make is
required for this:
```shell
tar xvfz kage-viewer-linux-amd64-0.0.2.tar.gz
cd kage-viewer-linux-amd64-0.0.2
sudo make install
```
### Installation from source
@@ -44,10 +60,10 @@ install`.
# Usage
```shell
kageviewer -h
This is kageviewer, a shader viewer.
kage-viewer -h
This is kage-viewer, a shader viewer.
Usage: kageviewer [-vd] [-c <config file>] [-g geom] [-p geom] \
Usage: kage-viewer [-vd] [-c <config file>] [-g geom] [-p geom] \
-i <image0.png> -i <image1.png> -s <shader.kage>
Options:
@@ -56,13 +72,10 @@ Options:
-s --shader <kage file> Shader to run
-g --geometry <WIDTHxHEIGHT> Window size
-p --position <XxY> Position of image0
-b --background <png file> Image to load as background
-t --tps <ticks/s> At how many ticks per second to run
--map-flag <name> Map Flag uniform to <name>
--map-ticks <name> Map Ticks uniform to <name>
--map-time <name> Map Time uniform to <name>
--map-slider <name> Map Slider uniform to <name>
--map-mouse <name> Map Mouse uniform to <name>
--map-ticks <name> Map Flag uniform to <name>
--map-slider <name> Map Flag uniform to <name>
--map-mouse <name> Map Flag uniform to <name>
-d --debug Show debugging output
-v --version Show program version
```
@@ -70,7 +83,7 @@ Options:
Example usage using the provided example:
```shell
kageviewer -g 32x32 -i example/wall.png -i example/damage.png -s example/destruct.kg
kage-viewer -g 32x32 -i example/wall.png -i example/damage.png -s example/destruct.kg
```
Hit `SPACE` or press the left mouse button to toggle the damage
@@ -87,16 +100,15 @@ Uniforms supported so far:
`SPACE` or pusing the left mouse button
- `var Slider float`: a normalized float value, you can increment it
with `UP` or `DOWN`
- `var Time float`: the time the game runs (ticks / TPS)
- `var Ticks float`: the number of updates happened so far
- `var Ticks float`: the time the game runs (ticks, not seconds!)
- `var Mouse vec2`: the current mouse position
If you want to test an existing shader and don't want to rename the
uniforms, you can map the ones provided by **kageviewer** to custom
uniforms, you can map the ones provided by **kage-viewer** to custom
names using the `--map-*` options. For example:
```shell
kageviewer -g 640x480 --map-ticks Time --map-mouse Cursor examples/shader/default.go
kage-viewer -g 640x480 --map-ticks Time --map-mouse Cursor examples/shader/default.go
```
This executes the example shader in the ebitenging source repository.
@@ -106,10 +118,10 @@ This executes the example shader in the ebitenging source repository.
You can use a config file to store your own codes, once you found one
you like. A configfile is searched in these locations in this order:
* `/etc/kageviewer.conf`
* `/usr/local/etc/kageviewer.conf`
* `$HOME/.config/kageviewer/config`
* `$HOME/.kageviewer`
* `/etc/kage-viewer.conf`
* `/usr/local/etc/kage-viewer.conf`
* `$HOME/.config/kage-viewer/config`
* `$HOME/.kage-viewer`
You may also specify a config file on the commandline using the `-c`
flag.
@@ -128,7 +140,7 @@ Possible parameters equal the long command line options.
# Report bugs
[Please open an issue](https://github.com/TLINDEN/kageviewer/issues). Thanks!
[Please open an issue](https://github.com/TLINDEN/kage-viewer/issues). Thanks!
# License

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@@ -32,10 +32,10 @@ import (
)
const (
VERSION string = "0.0.5"
Usage string = `This is kageviewer, a shader viewer.
VERSION string = "0.0.3"
Usage string = `This is kage-viewer, a shader viewer.
Usage: kageviewer [-vd] [-c <config file>] [-g geom] [-p geom] \
Usage: kage-viewer [-vd] [-c <config file>] [-g geom] [-p geom] \
-i <image0.png> -i <image1.png> -s <shader.kage>
Options:
@@ -44,33 +44,27 @@ Options:
-s --shader <kage file> Shader to run
-g --geometry <WIDTHxHEIGHT> Window size
-p --position <XxY> Position of image0
-b --background <png file> Image to load as background
-t --tps <ticks/s> At how many ticks per second to run
--map-flag <name> Map Flag uniform to <name>
--map-ticks <name> Map Ticks uniform to <name>
--map-time <name> Map Time uniform to <name>
--map-slider <name> Map Slider uniform to <name>
--map-mouse <name> Map Mouse uniform to <name>
--map-ticks <name> Map Flag uniform to <name>
--map-slider <name> Map Flag uniform to <name>
--map-mouse <name> Map Flag uniform to <name>
-d --debug Show debugging output
-v --version Show program version
`
)
type Config struct {
Showversion bool `koanf:"version"` // -v
Debug bool `koanf:"debug"` // -d
Config string `koanf:"config"` // -c
Image []string `koanf:"image"` // -i
Shader string `koanf:"shader"` // -s
Background string `koanf:"background"` // -b
TPS int `koanf:"tps"` // -t
Geo string `koanf:"geometry"` // -g
Posision string `koanf:"position"` // -p
Showversion bool `koanf:"version"` // -v
Debug bool `koanf:"debug"` // -d
Config string `koanf:"config"` // -c
Image []string `koanf:"image"` // -i
Shader string `koanf:"shader"` // -s
Geo string `koanf:"geometry"` // -g
Posision string `koanf:"position"` // -p
Flag string `koanf:"map-flag"`
Ticks string `koanf:"map-ticks"`
Mouse string `koanf:"map-mouse"`
Slider string `koanf:"map-slider"`
Time string `koanf:"map-time"`
X, Y, Width, Height int // feed from -g + -p
}
@@ -95,11 +89,8 @@ func InitConfig() (*Config, error) {
flagset.StringP("shader", "s", "", "shader file")
flagset.StringP("map-flag", "", "Flag", "map flag uniform")
flagset.StringP("map-ticks", "", "Ticks", "map ticks uniform")
flagset.StringP("map-time", "", "Time", "map time uniform")
flagset.StringP("map-mouse", "", "Mouse", "map mouse uniform")
flagset.StringP("map-slider", "", "Slider", "map slider uniform")
flagset.StringP("background", "b", "", "background image")
flagset.IntP("tps", "t", 60, "ticks per second")
if err := flagset.Parse(os.Args[1:]); err != nil {
return nil, fmt.Errorf("failed to parse program arguments: %w", err)
@@ -116,10 +107,10 @@ func InitConfig() (*Config, error) {
configfiles = []string{configfile}
} else {
configfiles = []string{
"/etc/kageviewer.conf", "/usr/local/etc/kageviewer.conf", // unix variants
filepath.Join(home, ".config", "kageviewer", "config"),
filepath.Join(home, ".kageviewer"),
"kageviewer.conf",
"/etc/kage-viewer.conf", "/usr/local/etc/kage-viewer.conf", // unix variants
filepath.Join(home, ".config", "kage-viewer", "config"),
filepath.Join(home, ".kage-viewer"),
"kage-viewer.conf",
}
}

74
game.go
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@@ -30,15 +30,13 @@ import (
)
type Game struct {
Conf *Config
Images []*asset.LiveAsset[*ebiten.Image]
Shader *asset.LiveAsset[*ebiten.Shader]
ShaderBounds image.Rectangle
Cursor []float64
Ticks float64
Slider float64
Flag int
Background *asset.LiveAsset[*ebiten.Image]
Conf *Config
Images []*asset.LiveAsset[*ebiten.Image]
Shader *asset.LiveAsset[*ebiten.Shader]
Cursor []float64
Ticks int
Slider float64
Flag int
}
func LoadImage(name string) (*ebiten.Image, error) {
@@ -57,7 +55,6 @@ func LoadImage(name string) (*ebiten.Image, error) {
}
func (game *Game) Init() error {
// preload images
for _, image := range game.Conf.Image {
slog.Debug("Loading images", "image", image)
//img, err := LoadImage(image)
@@ -69,50 +66,13 @@ func (game *Game) Init() error {
game.Images = append(game.Images, img)
}
// preload shader
shader, err := asset.NewLiveAsset[*ebiten.Shader](game.Conf.Shader)
if err != nil {
return fmt.Errorf("failed to load shader %s: %s", game.Conf.Shader, err)
}
if game.Conf.Background != "" {
slog.Debug("Loading background", "image", game.Conf.Background)
img, err := asset.NewLiveAsset[*ebiten.Image](game.Conf.Background)
if err != nil {
return fmt.Errorf("failed to load image %s: %s", game.Conf.Background, err)
}
game.Background = img
}
game.Shader = shader
// user can customize TPS
ebiten.SetMaxTPS(game.Conf.TPS)
// setup shader bounds, by default we use window size
game.ShaderBounds = image.Rect(0, 0, game.Conf.Width, game.Conf.Height)
if len(game.Images) > 0 {
if game.Conf.Width < game.Images[0].Value().Bounds().Max.X {
// setup geom. Shader might be smaller than window, we use the
// first image - if any - to determine its size. We also enlarge
// the window if the first image is larger than the window.
game.Conf.Width = game.Images[0].Value().Bounds().Max.X
game.Conf.Height = game.Images[0].Value().Bounds().Max.Y
}
// adjust shader size by first image as well
game.ShaderBounds = game.Images[0].Value().Bounds()
} else {
// there might be no shader image but a background image, check it
if game.Background != nil {
game.Conf.Width = game.Background.Value().Bounds().Max.X
game.Conf.Height = game.Background.Value().Bounds().Max.Y
}
}
return nil
}
@@ -168,12 +128,6 @@ func (game *Game) Update() error {
fmt.Println("warn: shader reloading error:", game.Shader.Error())
}
if game.Background != nil {
if game.Background.Error() != nil {
fmt.Println("warn: background image reloading error:", game.Background.Error())
}
}
if game.CheckInput() {
slog.Debug("Key pressed",
game.Conf.Flag, game.Flag,
@@ -192,19 +146,13 @@ func (game *Game) Update() error {
}
func (game *Game) Draw(screen *ebiten.Image) {
if game.Background != nil {
op := &ebiten.DrawImageOptions{}
screen.DrawImage(game.Background.Value(), op)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
game.Conf.Flag: game.Flag,
game.Conf.Slider: game.Slider,
game.Conf.Time: game.Ticks / float64(ebiten.TPS()),
game.Conf.Ticks: float64(game.Ticks) / 60,
game.Conf.Mouse: game.Cursor,
game.Conf.Ticks: game.Ticks,
}
for idx, image := range game.Images {
@@ -213,11 +161,7 @@ func (game *Game) Draw(screen *ebiten.Image) {
op.GeoM.Translate(float64(game.Conf.X), float64(game.Conf.Y))
screen.DrawRectShader(
game.ShaderBounds.Dx(),
game.ShaderBounds.Dy(),
game.Shader.Value(),
op)
screen.DrawRectShader(game.Conf.Width, game.Conf.Height, game.Shader.Value(), op)
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {

2
go.mod
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@@ -1,4 +1,4 @@
module github.com/TLINDEN/kageviewer
module github.com/TLINDEN/kage-viewer
go 1.22

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@@ -36,7 +36,7 @@ func main() {
}
if conf.Showversion {
fmt.Printf("This is kageviewer version %s\n", VERSION)
fmt.Printf("This is kage-viewer version %s\n", VERSION)
return
}

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@@ -61,7 +61,7 @@ for D in $DIST; do
GOOS=${os} GOARCH=${arch} go build -o ${binfile}
mkdir -p ${tardir}
cp ${binfile} README.md LICENSE ${tardir}/
echo 'tool = kageviewer
echo 'tool = kage-viewer
PREFIX = /usr/local
UID = root
GID = 0